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</style></head><body><table border="0" cellpadding="0" cellspacing="0" width="100%"><tr /><td align="left" valign="top" width="32"><img align="left" border="0" height="32" src="images/rb-logo.png" width="32" /></td><td width="1">&#160;&#160;</td><td class="postheader" valign="center"><a href="index.html"><font color="#004faf">Home</font></a>&#160;&#183; <a href="classes.html"><font color="#004faf">All Classes</font></a>&#160;&#183; <a href="modules.html"><font color="#004faf">Modules</font></a></td></table><h1 align="center">QGLFramebufferObjectFormat Class Reference<br /><sup><sup>[<a href="qtopengl.html">QtOpenGL</a> module]</sup></sup></h1><p>The QGLFramebufferObjectFormat class specifies the format of an
OpenGL framebuffer object. <a href="#details">More...</a></p>

<h3>Methods</h3><ul><li><div class="fn" /><b><a href="qglframebufferobjectformat.html#QGLFramebufferObjectFormat">__init__</a></b> (<i>self</i>)</li><li><div class="fn" /><b><a href="qglframebufferobjectformat.html#QGLFramebufferObjectFormat-2">__init__</a></b> (<i>self</i>, QGLFramebufferObjectFormat&#160;<i>other</i>)</li><li><div class="fn" />QGLFramebufferObject.Attachment <b><a href="qglframebufferobjectformat.html#attachment">attachment</a></b> (<i>self</i>)</li><li><div class="fn" />int <b><a href="qglframebufferobjectformat.html#internalTextureFormat">internalTextureFormat</a></b> (<i>self</i>)</li><li><div class="fn" />int <b><a href="qglframebufferobjectformat.html#samples">samples</a></b> (<i>self</i>)</li><li><div class="fn" /><b><a href="qglframebufferobjectformat.html#setAttachment">setAttachment</a></b> (<i>self</i>, QGLFramebufferObject.Attachment&#160;<i>attachment</i>)</li><li><div class="fn" /><b><a href="qglframebufferobjectformat.html#setInternalTextureFormat">setInternalTextureFormat</a></b> (<i>self</i>, int&#160;<i>internalTextureFormat</i>)</li><li><div class="fn" /><b><a href="qglframebufferobjectformat.html#setSamples">setSamples</a></b> (<i>self</i>, int&#160;<i>samples</i>)</li><li><div class="fn" /><b><a href="qglframebufferobjectformat.html#setTextureTarget">setTextureTarget</a></b> (<i>self</i>, int&#160;<i>target</i>)</li><li><div class="fn" />int <b><a href="qglframebufferobjectformat.html#textureTarget">textureTarget</a></b> (<i>self</i>)</li></ul><h3>Special Methods</h3><ul><li><div class="fn" />bool <b><a href="qglframebufferobjectformat.html#__eq__">__eq__</a></b> (<i>self</i>, QGLFramebufferObjectFormat&#160;<i>other</i>)</li><li><div class="fn" />bool <b><a href="qglframebufferobjectformat.html#__ne__">__ne__</a></b> (<i>self</i>, QGLFramebufferObjectFormat&#160;<i>other</i>)</li></ul><a name="details" /><hr /><h2>Detailed Description</h2><p>The QGLFramebufferObjectFormat class specifies the format of an
OpenGL framebuffer object.</p>
<p>A framebuffer object has several characteristics:</p>
<ul>
<li><a href="qglframebufferobjectformat.html#setSamples">Number of
samples per pixels.</a></li>
<li><a href="qglframebufferobjectformat.html#setAttachment">Depth
and/or stencil attachments.</a></li>
<li><a href="qglframebufferobjectformat.html#setTextureTarget">Texture
target.</a></li>
<li><a href="qglframebufferobjectformat.html#setInternalTextureFormat">Internal
texture format.</a></li>
</ul>
<p>Note that the desired attachments or number of samples per
pixels might not be supported by the hardware driver. Call <a href="qglframebufferobject.html#format">QGLFramebufferObject.format</a>()
after creating a <a href="qglframebufferobject.html">QGLFramebufferObject</a> to find the
exact format that was used to create the frame buffer object.</p>
<hr /><h2>Method Documentation</h2><h3 class="fn"><a name="QGLFramebufferObjectFormat" />QGLFramebufferObjectFormat.__init__ (<i>self</i>)</h3><p>Creates a <a href="qglframebufferobjectformat.html">QGLFramebufferObjectFormat</a>
object for specifying the format of an OpenGL framebuffer
object.</p>
<p>By default the format specifies a non-multisample framebuffer
object with no attachments, texture target <tt>GL_TEXTURE_2D</tt>,
and internal format <tt>GL_RGBA8</tt>. On OpenGL/ES systems, the
default internal format is <tt>GL_RGBA</tt>.</p>
<p><b>See also</b> <a href="qglframebufferobjectformat.html#samples">samples</a>(), <a href="qglframebufferobjectformat.html#attachment">attachment</a>(), and
<a href="qglframebufferobjectformat.html#internalTextureFormat">internalTextureFormat</a>().</p>


<h3 class="fn"><a name="QGLFramebufferObjectFormat-2" />QGLFramebufferObjectFormat.__init__ (<i>self</i>, <a href="qglframebufferobjectformat.html">QGLFramebufferObjectFormat</a>&#160;<i>other</i>)</h3><p>Constructs a copy of <i>other</i>.</p>


<h3 class="fn"><a name="attachment" /><a href="qglframebufferobject.html#Attachment-enum">QGLFramebufferObject.Attachment</a> QGLFramebufferObjectFormat.attachment (<i>self</i>)</h3><p>Returns the configuration of the depth and stencil buffers
attached to a framebuffer object. The default is <a href="qglframebufferobject.html#Attachment-enum">QGLFramebufferObject.NoAttachment</a>.</p>
<p><b>See also</b> <a href="qglframebufferobjectformat.html#setAttachment">setAttachment</a>().</p>


<h3 class="fn"><a name="internalTextureFormat" />int QGLFramebufferObjectFormat.internalTextureFormat (<i>self</i>)</h3><p>Returns the internal format of a framebuffer object's texture or
multisample framebuffer object's color buffer. The default is
<tt>GL_RGBA8</tt> on desktop OpenGL systems, and <tt>GL_RGBA</tt>
on OpenGL/ES systems.</p>
<p><b>See also</b> <a href="qglframebufferobjectformat.html#setInternalTextureFormat">setInternalTextureFormat</a>().</p>


<h3 class="fn"><a name="samples" />int QGLFramebufferObjectFormat.samples (<i>self</i>)</h3><p>Returns the number of samples per pixel if a framebuffer object
is a multisample framebuffer object. Otherwise, returns 0. The
default value is 0.</p>
<p><b>See also</b> <a href="qglframebufferobjectformat.html#setSamples">setSamples</a>().</p>


<h3 class="fn"><a name="setAttachment" />QGLFramebufferObjectFormat.setAttachment (<i>self</i>, <a href="qglframebufferobject.html#Attachment-enum">QGLFramebufferObject.Attachment</a>&#160;<i>attachment</i>)</h3><p>Sets the attachment configuration of a framebuffer object to
<i>attachment</i>.</p>
<p><b>See also</b> <a href="qglframebufferobjectformat.html#attachment">attachment</a>().</p>


<h3 class="fn"><a name="setInternalTextureFormat" />QGLFramebufferObjectFormat.setInternalTextureFormat (<i>self</i>, int&#160;<i>internalTextureFormat</i>)</h3><p>Sets the internal format of a framebuffer object's texture or
multisample framebuffer object's color buffer to
<i>internalTextureFormat</i>.</p>
<p><b>See also</b> <a href="qglframebufferobjectformat.html#internalTextureFormat">internalTextureFormat</a>().</p>


<h3 class="fn"><a name="setSamples" />QGLFramebufferObjectFormat.setSamples (<i>self</i>, int&#160;<i>samples</i>)</h3><p>Sets the number of samples per pixel for a multisample
framebuffer object to <i>samples</i>. The default sample count of 0
represents a regular non-multisample framebuffer object.</p>
<p>If the desired amount of samples per pixel is not supported by
the hardware then the maximum number of samples per pixel will be
used. Note that multisample framebuffer objects can not be bound as
textures. Also, the <tt>GL_EXT_framebuffer_multisample</tt>
extension is required to create a framebuffer with more than one
sample per pixel.</p>
<p><b>See also</b> <a href="qglframebufferobjectformat.html#samples">samples</a>().</p>


<h3 class="fn"><a name="setTextureTarget" />QGLFramebufferObjectFormat.setTextureTarget (<i>self</i>, int&#160;<i>target</i>)</h3><p>Sets the texture target of the texture attached to a framebuffer
object to <i>target</i>. Ignored for multisample framebuffer
objects.</p>
<p><b>See also</b> <a href="qglframebufferobjectformat.html#textureTarget">textureTarget</a>()
and <a href="qglframebufferobjectformat.html#samples">samples</a>().</p>


<h3 class="fn"><a name="textureTarget" />int QGLFramebufferObjectFormat.textureTarget (<i>self</i>)</h3><p>Returns the texture target of the texture attached to a
framebuffer object. Ignored for multisample framebuffer objects.
The default is <tt>GL_TEXTURE_2D</tt>.</p>
<p><b>See also</b> <a href="qglframebufferobjectformat.html#setTextureTarget">setTextureTarget</a>()
and <a href="qglframebufferobjectformat.html#samples">samples</a>().</p>


<h3 class="fn"><a name="__eq__" />bool QGLFramebufferObjectFormat.__eq__ (<i>self</i>, <a href="qglframebufferobjectformat.html">QGLFramebufferObjectFormat</a>&#160;<i>other</i>)</h3><h3 class="fn"><a name="__ne__" />bool QGLFramebufferObjectFormat.__ne__ (<i>self</i>, <a href="qglframebufferobjectformat.html">QGLFramebufferObjectFormat</a>&#160;<i>other</i>)</h3><address><hr /><div align="center"><table border="0" cellspacing="0" width="100%"><tr class="address"><td align="left" width="25%">PyQt&#160;4.9.1 for X11</td><td align="center" width="50%">Copyright &#169; <a href="http://www.riverbankcomputing.com">Riverbank&#160;Computing&#160;Ltd</a> and <a href="http://www.qtsoftware.com">Nokia</a> 2011</td><td align="right" width="25%">Qt&#160;4.8.0</td></tr></table></div></address></body></html>